The Flux District

Created by Glitch on Mon Jul 28th, 2025 @ 9:19pm

Mutant Haven: The Flux District



Overview The Flux District is a quarantined, derelict urban zone carved from the heart of a forgotten city. Its altered residents—those gifted and cursed by genetic anomaly. It’s a playground, a battlefield, and a sanctuary all in one.

Key Zones

Radiant Alley

A hyper-saturated stretch of street glowing with bioluminescent signage, power conduits, and chaotic barter energy.

What You Can Do

Trade mutant gear, suppressants, and enhancers
Gamble on ability duels or memory rewrites
Hack into faction comms for secrets

Where You Can Go

Neon Loop: Circular network of stalls specializing in unstable tech
Flicker Point: A speakeasy where illusions are currency

Where You Avoid

Pulse Drainers: Back-alley stations where “energy leechers” offer black-market power boosts—at severe cost to your cellular integrity

Who’s In Charge

Glim, a light-shifting mutant with control over optic wavelengths and memory diffraction. She mediates trade and oversees unspoken rules of barter.

Purchasable Goods

Item Price Use

Chromatic Gauntlet 300 credits Temporarily enhances light-based powers
Neurospike Syringe 200 credits Boosts reflexes but causes short-term hallucinations
Glow Badge 75 credits Used as faction-neutral ID during travel

The Splice Yard

An industrial graveyard of discarded mechs, drones, and warped vehicles—perfect for tinkerers and chaos agents.

What You Can Do

Build fusion gear from scrap
Harvest parts from fallen mechs
Run sabotage jobs for Ember Kin

Where You Can Go

Core Pit: Central junk basin used for dangerous high-yield dives
Weld Cathedral: A towering scrapyard shrine run by rogue engineers

Where You Avoid

Crackle Veins: Paths riddled with unstable voltaic cores—great for explosions, bad for living

Who’s In Charge

Torque, a power-armored mutant with kinetic absorption fields; he enforces the Yard’s chaotic code.

Purchasable Goods

Item Price Use

Molten Rail Shard 400 credits Converts into armor-piercing projectiles
Quantum Gear Lash 550 credits Mech enhancement that doubles strength for 10 minutes
Echo Beacon
150 credits Sends false signals to Echo Syndicate operatives

Ghostrise Tower

A skyscraper fractured across space-time; certain floors only exist depending on who’s accessing them.

What You Can Do

Commune with specters of past mutants
Train in telepathic dueling and resistance
Enter temporal meditation loops

Where You Can Go

The Mirage Levels: Accessible only via emotional resonance
Clockthread Sanctum: A psychic research floor that phases in at midnight

Where You Avoid

Floor 19: Permanently locked in reverse entropy—time flows backward, and entering alters your molecular aging

Who’s In Charge

Iridia, a translucent mutant tied to temporal fields and echo cognition; she chooses who ascends and who is denied.

Purchasable Goods

Item Price Use

Memory Cipher 600 credits Allows rewriting or hiding one past event
Astral Anchor 250 credits Stabilizes user in flux zones
Silence Thread 175 credits Woven artifact that grants immunity to telepathy for 5 minutes

Hollow Core

An underground biome below the district.

What You Can Do

Hunt mutation beasts for rare DNA
Tap into fungal networks for covert transport
Brew unstable serums for temporary abilities

Where You Can Go

Spore Hollows: Bio-reactive cavern of sentient mushrooms
The Maw Vents: Thermal tunnels leading to ancient tech vaults

Where You Avoid

The Bleedroot Tangle: Living vines feed on powers; prolonged exposure leads to permanent mutation drift

Who’s In Charge

Wyrmkin, a beast-mutant hybrid bonded with the Core's neuroflora. He rules by instinct and pheromonal decree.

Purchasable Goods Item Price Use
Spore Flare 325 credits Detonates luminous fog that obscures vision and powers
Mutagel Flask 275 credits Grants random ability boost for 10 minutes
Nectar Husk 150 credits Ingestible reagent that accelerates healing but makes skin translucent for hours

Factions

The Circuitborn: Cybernetic mutants seeking to dominate through technomagic and encrypted minds.

Ember Kin: Pyrokinetic rebels who patrol the border zones and commune through heat pulses.

Null Order: A cryptic group of anti-power mutants who use suppression fields and psychological manipulation.

The Echo Syndicate: Masters of sound, vibration, and mimicry—they control communication and espionage.